1 /* 2 * The Wine project - Xinput Joystick Library 3 * Copyright 2008 Andrew Fenn 4 * 5 * This library is free software; you can redistribute it and/or 6 * modify it under the terms of the GNU Lesser General Public 7 * License as published by the Free Software Foundation; either 8 * version 2.1 of the License, or (at your option) any later version. 9 * 10 * This library is distributed in the hope that it will be useful, 11 * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 13 * Lesser General Public License for more details. 14 * 15 * You should have received a copy of the GNU Lesser General Public 16 * License along with this library; if not, write to the Free Software 17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA 18 */ 19 20 #ifndef __WINE_XINPUT_H 21 #define __WINE_XINPUT_H 22 23 #include <windef.h> 24 25 /* 26 * Bitmasks for the joysticks buttons, determines what has 27 * been pressed on the joystick, these need to be mapped 28 * to whatever device you're using instead of an xbox 360 29 * joystick 30 */ 31 32 #define XINPUT_GAMEPAD_DPAD_UP 0x0001 33 #define XINPUT_GAMEPAD_DPAD_DOWN 0x0002 34 #define XINPUT_GAMEPAD_DPAD_LEFT 0x0004 35 #define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008 36 #define XINPUT_GAMEPAD_START 0x0010 37 #define XINPUT_GAMEPAD_BACK 0x0020 38 #define XINPUT_GAMEPAD_LEFT_THUMB 0x0040 39 #define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080 40 #define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100 41 #define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200 42 #define XINPUT_GAMEPAD_A 0x1000 43 #define XINPUT_GAMEPAD_B 0x2000 44 #define XINPUT_GAMEPAD_X 0x4000 45 #define XINPUT_GAMEPAD_Y 0x8000 46 47 /* 48 * Defines the flags used to determine if the user is pushing 49 * down on a button, not holding a button, etc 50 */ 51 52 #define XINPUT_KEYSTROKE_KEYDOWN 0x0001 53 #define XINPUT_KEYSTROKE_KEYUP 0x0002 54 #define XINPUT_KEYSTROKE_REPEAT 0x0004 55 56 /* 57 * Defines the codes which are returned by XInputGetKeystroke 58 */ 59 60 #define VK_PAD_A 0x5800 61 #define VK_PAD_B 0x5801 62 #define VK_PAD_X 0x5802 63 #define VK_PAD_Y 0x5803 64 #define VK_PAD_RSHOULDER 0x5804 65 #define VK_PAD_LSHOULDER 0x5805 66 #define VK_PAD_LTRIGGER 0x5806 67 #define VK_PAD_RTRIGGER 0x5807 68 #define VK_PAD_DPAD_UP 0x5810 69 #define VK_PAD_DPAD_DOWN 0x5811 70 #define VK_PAD_DPAD_LEFT 0x5812 71 #define VK_PAD_DPAD_RIGHT 0x5813 72 #define VK_PAD_START 0x5814 73 #define VK_PAD_BACK 0x5815 74 #define VK_PAD_LTHUMB_PRESS 0x5816 75 #define VK_PAD_RTHUMB_PRESS 0x5817 76 #define VK_PAD_LTHUMB_UP 0x5820 77 #define VK_PAD_LTHUMB_DOWN 0x5821 78 #define VK_PAD_LTHUMB_RIGHT 0x5822 79 #define VK_PAD_LTHUMB_LEFT 0x5823 80 #define VK_PAD_LTHUMB_UPLEFT 0x5824 81 #define VK_PAD_LTHUMB_UPRIGHT 0x5825 82 #define VK_PAD_LTHUMB_DOWNRIGHT 0x5826 83 #define VK_PAD_LTHUMB_DOWNLEFT 0x5827 84 #define VK_PAD_RTHUMB_UP 0x5830 85 #define VK_PAD_RTHUMB_DOWN 0x5831 86 #define VK_PAD_RTHUMB_RIGHT 0x5832 87 #define VK_PAD_RTHUMB_LEFT 0x5833 88 #define VK_PAD_RTHUMB_UPLEFT 0x5834 89 #define VK_PAD_RTHUMB_UPRIGHT 0x5835 90 #define VK_PAD_RTHUMB_DOWNRIGHT 0x5836 91 #define VK_PAD_RTHUMB_DOWNLEFT 0x5837 92 93 /* 94 * Deadzones are for analogue joystick controls on the joypad 95 * which determine when input should be assumed to be in the 96 * middle of the pad. This is a threshold to stop a joypad 97 * controlling the game when the player isn't touching the 98 * controls. 99 */ 100 101 #define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849 102 #define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689 103 #define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30 104 105 106 /* 107 * Defines what type of abilities the type of joystick has 108 * DEVTYPE_GAMEPAD is available for all joysticks, however 109 * there may be more specific identifiers for other joysticks 110 * which are being used. 111 */ 112 113 #define XINPUT_DEVTYPE_GAMEPAD 0x01 114 #define XINPUT_DEVSUBTYPE_GAMEPAD 0x01 115 #define XINPUT_DEVSUBTYPE_WHEEL 0x02 116 #define XINPUT_DEVSUBTYPE_ARCADE_STICK 0x03 117 #define XINPUT_DEVSUBTYPE_FLIGHT_SICK 0x04 118 #define XINPUT_DEVSUBTYPE_DANCE_PAD 0x05 119 #define XINPUT_DEVSUBTYPE_GUITAR 0x06 120 #define XINPUT_DEVSUBTYPE_DRUM_KIT 0x08 121 122 /* 123 * These are used with the XInputGetCapabilities function to 124 * determine the abilities to the joystick which has been 125 * plugged in. 126 */ 127 128 #define XINPUT_CAPS_VOICE_SUPPORTED 0x0004 129 #define XINPUT_FLAG_GAMEPAD 0x00000001 130 131 /* 132 * Defines the status of the battery if one is used in the 133 * attached joystick. The first two define if the joystick 134 * supports a battery. Disconnected means that the joystick 135 * isn't connected. Wired shows that the joystick is a wired 136 * joystick. 137 */ 138 139 #define BATTERY_DEVTYPE_GAMEPAD 0x00 140 #define BATTERY_DEVTYPE_HEADSET 0x01 141 #define BATTERY_TYPE_DISCONNECTED 0x00 142 #define BATTERY_TYPE_WIRED 0x01 143 #define BATTERY_TYPE_ALKALINE 0x02 144 #define BATTERY_TYPE_NIMH 0x03 145 #define BATTERY_TYPE_UNKNOWN 0xFF 146 #define BATTERY_LEVEL_EMPTY 0x00 147 #define BATTERY_LEVEL_LOW 0x01 148 #define BATTERY_LEVEL_MEDIUM 0x02 149 #define BATTERY_LEVEL_FULL 0x03 150 151 /* 152 * How many joysticks can be used with this library. Games that 153 * use the xinput library will not go over this number. 154 */ 155 156 #define XUSER_MAX_COUNT 4 157 #define XUSER_INDEX_ANY 0x000000FF 158 159 #define XINPUT_CAPS_FFB_SUPPORTED 0x0001 160 #define XINPUT_CAPS_WIRELESS 0x0002 161 #define XINPUT_CAPS_PMD_SUPPORTED 0x0008 162 #define XINPUT_CAPS_NO_NAVIGATION 0x0010 163 164 /* 165 * Defines the structure of an xbox 360 joystick. 166 */ 167 168 typedef struct _XINPUT_GAMEPAD { 169 WORD wButtons; 170 BYTE bLeftTrigger; 171 BYTE bRightTrigger; 172 SHORT sThumbLX; 173 SHORT sThumbLY; 174 SHORT sThumbRX; 175 SHORT sThumbRY; 176 } XINPUT_GAMEPAD, *PXINPUT_GAMEPAD; 177 178 typedef struct _XINPUT_STATE { 179 DWORD dwPacketNumber; 180 XINPUT_GAMEPAD Gamepad; 181 } XINPUT_STATE, *PXINPUT_STATE; 182 183 /* 184 * Defines the structure of how much vibration is set on both the 185 * right and left motors in a joystick. If you're not using a 360 186 * joystick you will have to map these to your device. 187 */ 188 189 typedef struct _XINPUT_VIBRATION { 190 WORD wLeftMotorSpeed; 191 WORD wRightMotorSpeed; 192 } XINPUT_VIBRATION, *PXINPUT_VIBRATION; 193 194 /* 195 * Defines the structure for what kind of abilities the joystick has 196 * such abilities are things such as if the joystick has the ability 197 * to send and receive audio, if the joystick is in fact a driving 198 * wheel or perhaps if the joystick is some kind of dance pad or 199 * guitar. 200 */ 201 202 typedef struct _XINPUT_CAPABILITIES { 203 BYTE Type; 204 BYTE SubType; 205 WORD Flags; 206 XINPUT_GAMEPAD Gamepad; 207 XINPUT_VIBRATION Vibration; 208 } XINPUT_CAPABILITIES, *PXINPUT_CAPABILITIES; 209 210 /* 211 * Defines the structure for a joystick input event which is 212 * retrieved using the function XInputGetKeystroke 213 */ 214 typedef struct _XINPUT_KEYSTROKE { 215 WORD VirtualKey; 216 WCHAR Unicode; 217 WORD Flags; 218 BYTE UserIndex; 219 BYTE HidCode; 220 } XINPUT_KEYSTROKE, *PXINPUT_KEYSTROKE; 221 222 typedef struct _XINPUT_BATTERY_INFORMATION 223 { 224 BYTE BatteryType; 225 BYTE BatteryLevel; 226 } XINPUT_BATTERY_INFORMATION, *PXINPUT_BATTERY_INFORMATION; 227 228 #ifdef __cplusplus 229 extern "C" { 230 #endif 231 232 void WINAPI XInputEnable(WINBOOL); 233 DWORD WINAPI XInputSetState(DWORD, XINPUT_VIBRATION*); 234 DWORD WINAPI XInputGetState(DWORD, XINPUT_STATE*); 235 DWORD WINAPI XInputGetKeystroke(DWORD, DWORD, PXINPUT_KEYSTROKE); 236 DWORD WINAPI XInputGetCapabilities(DWORD, DWORD, XINPUT_CAPABILITIES*); 237 DWORD WINAPI XInputGetDSoundAudioDeviceGuids(DWORD, GUID*, GUID*); 238 DWORD WINAPI XInputGetBatteryInformation(DWORD, BYTE, XINPUT_BATTERY_INFORMATION*); 239 240 DWORD WINAPI XInputGetStateEx(DWORD, XINPUT_STATE*); 241 242 #ifdef __cplusplus 243 } 244 #endif 245 246 #endif /* __WINE_XINPUT_H */ 247